Patch 67 - November 26th, Happy Thanksgiving!

Discussion in 'Patch Notes' started by Chris, Nov 18, 2015.

  1. Chris

    Chris Renaissance Staff
    Renaissance Staff

    Joined:
    May 14, 2012
    Messages:
    2,959
    Likes Received:
    4,004
    PatchNotes.png

    Happy Thanksgiving Renaissance
    - The thanksgiving event has started.
    - The event will run from 11-26 to 12-2.
    - Updated 9 monsters for 2015 with new drops, looks and behavior.
    - Created two new camps with two new escortable npc's
    - For more information see this thread. http://uorforum.com/threads/happy-thanksgiving-renaissance.14257/
    Thanksgiving_2015_001.jpg Thanksgiving_2015_002.jpg

    Bandages / Healing
    - After doing some research on healing and bandage timers it was discovered the formula for healing yourself was based on a possible 120 unmodified dexterity.
    - This was resulting in players being penalized 1.2 seconds per heal.
    - The timers for healing pets or other players also did not account for players having middle ground stat values.
    Note: Ergo when healing another player 41 dex was the same as 79 dexterity.
    - Updated the timing in which you can heal yourself to be based on a max of 120 modified dexterity (potions, spells)
    - Updated the timing in which you can heal/cure others to better factor in your dexterity.
    Note: This does not affect the timing, just better rewards players with varied dexterity when healing others.
    - You can review the mechanics in these two compendium articles
    http://www.uorenaissance.com/info/Bandage
    http://www.uorenaissance.com/info/Healing

    Monster AI
    - Resolved a problem in which pets once released, abandonded, or otherwise returned to a passive state would try to pathfind to their home location.
    - Releasing a tamed pet, turning a pet in for the Zookeepers quest or leaving a pet to go wild will reset their home location correctly now.​

    House Placement
    - Resolved a problem in which dead bonded pets were blocking house placement.
    - Bonded pets (that are in ghost form) will be moved to the house sign in the event a house is placed.
    Note: Blocking house placement is part of UO mechanics. However it has to be a situation in which players can interact. As players have no recourse to moving a dead bonded pet they cannot be allowed to block house placement. Much like player ghosts cannot block the placement of a house. ​

    Player Deaths
    - Resolved a problem in which players who died while holding an item were able to retain the item through the death process.
    - Items being held when a player dies will now be placed on the ground where they perished.
    - Unless the item in question is a blessed or newbied it that would be protected by normal understood possession/death mechanics.​

    Server Performance
    - Adjusted how the server handles Pet AI after a player has tamed an animal to improve server performance.
    - Animals once tamed will cease to use the advanced pathing algorithm they would normally use in the wild.
    Note: This is not needed as the players generally direct their animals to attack, stay or follow. ​
    Last edited: Nov 26, 2015
    One, Keza, BlackEye and 2 others like this.
  2. Kane

    Kane Well-Known Member
    UO:R Subscriber

    Joined:
    Sep 20, 2014
    Messages:
    2,044
    Likes Received:
    1,049
    Can we expect to see the dragons den map on this new patch? Just curious. Also, does that mean dragons will suck at pathfinding the way mares suck already?
  3. Dalavar

    Dalavar Well-Known Member
    UO:R Subscriber

    Joined:
    Aug 11, 2013
    Messages:
    3,182
    Likes Received:
    1,704
    This is super annoying in places like the Elder Gazer rooms, where nightmares will get stuck in the room because the can't figure out how to go ~3 tiles out of the direct line to you. I guess in open space it's easier to deal with.
  4. Chris

    Chris Renaissance Staff
    Renaissance Staff

    Joined:
    May 14, 2012
    Messages:
    2,959
    Likes Received:
    4,004
    Currently they should have advanced pathfinding. The change is more about server performance in methods I would rather not explain publicly as we found a few ways to cause massive overhead using some various AI quirks.

    I will make sure to run some before/after tests in this area to see if it is an issue. It is also possible we will exclude a few creatures from the change. For now this is just in tested based on results we saw from small scale performance tests.
  5. Kane

    Kane Well-Known Member
    UO:R Subscriber

    Joined:
    Sep 20, 2014
    Messages:
    2,044
    Likes Received:
    1,049
    It's already crazy currently with mares, when a dragon will pathfind to you a mare will run into a wall and stand there, it can be frustrating when trying to call your pet down from ledges and such
    Last edited: Nov 19, 2015
  6. Basoosh

    Basoosh Well-Known Member
    UO:R Donor

    Joined:
    Apr 3, 2013
    Messages:
    2,754
    Likes Received:
    2,308
    Dragon Intelligence: 436-475
    Nightmare Intelligence: 86-125

    Working as intended.
    One, Mes, Dyne and 9 others like this.
  7. BlackEye

    BlackEye Well-Known Member
    UO:R Subscriber

    Joined:
    Nov 24, 2014
    Messages:
    4,145
    Likes Received:
    3,962
    Does that mean that weapons will drop to the ground? Where they can be fast looted without running through all the items? And would that also mean that sacrifice-selfrezzing will not give me my weapons back in my inventory, which is like one of the main reasons to use it (in order to prevent other players looting your most valuable item).
  8. Kane

    Kane Well-Known Member
    UO:R Subscriber

    Joined:
    Sep 20, 2014
    Messages:
    2,044
    Likes Received:
    1,049
    He means holding it in your cursor, not in your characters hand
  9. Chris

    Chris Renaissance Staff
    Renaissance Staff

    Joined:
    May 14, 2012
    Messages:
    2,959
    Likes Received:
    4,004
    This would have no effect on sacrifice as it is a completely different process. This is just to address when you die holding an item, the item should drop to your corpse, drop to the ground or return to the location in which you picked it up. (If you are holding it with the cursor, not in your hands like an equipped weapon)
    Last edited: Nov 26, 2015
  10. BlackEye

    BlackEye Well-Known Member
    UO:R Subscriber

    Joined:
    Nov 24, 2014
    Messages:
    4,145
    Likes Received:
    3,962
    Ah, I see.
  11. Heretic

    Heretic Well-Known Member
    UO:R Subscriber

    Joined:
    Jul 19, 2014
    Messages:
    589
    Likes Received:
    594
    Thanks very much for the Healing/Bandages review!
    One likes this.
  12. Everlast

    Everlast Well-Known Member
    UO:R Subscriber

    Joined:
    Aug 22, 2015
    Messages:
    395
    Likes Received:
    277
    My pet heal macro wasn't working so read the update.
    FYI: Pet healing was 4 secs @ 40 dex, now 4.5 secs at 26 to 50 dex.. so tamers can spread some dex out to int and str but lose .5 sec on pet heals.
  13. BlackEye

    BlackEye Well-Known Member
    UO:R Subscriber

    Joined:
    Nov 24, 2014
    Messages:
    4,145
    Likes Received:
    3,962
    Does this mean that healing oneself with 100dex will be 1.2 secs faster (Was it 10.2sec before)? If not, by which value will it be faster?
  14. Chris

    Chris Renaissance Staff
    Renaissance Staff

    Joined:
    May 14, 2012
    Messages:
    2,959
    Likes Received:
    4,004
    That is correct. You can view the exact methods used here.

    http://www.uorenaissance.com/info/Healing

    We may tinker just a bit with that, the goal was to not make any of the timers any worse.
  15. Heretic

    Heretic Well-Known Member
    UO:R Subscriber

    Joined:
    Jul 19, 2014
    Messages:
    589
    Likes Received:
    594
    Other question: is there a penalty when the sysmessage "Your finger slips!" appears? On the timing or amount healed?
  16. BlackEye

    BlackEye Well-Known Member
    UO:R Subscriber

    Joined:
    Nov 24, 2014
    Messages:
    4,145
    Likes Received:
    3,962
    Yes, heretic. I think something like 2 secs added and some percentages of failure rate increase PER finger slipping. Let's see if somebody finds the exact values somewhere hidden here in forums.
  17. Dalavar

    Dalavar Well-Known Member
    UO:R Subscriber

    Joined:
    Aug 11, 2013
    Messages:
    3,182
    Likes Received:
    1,704
  18. El Horno

    El Horno Well-Known Member
    UO:R Subscriber

    Joined:
    Aug 4, 2014
    Messages:
    2,975
    Likes Received:
    3,636
    Dalavar is correct. It does not effect time.
  19. Iago

    Iago Well-Known Member

    Joined:
    Feb 28, 2014
    Messages:
    1,743
    Likes Received:
    997
    The healing changes dropped the heal time on a bandage for the healer mage template (even when debuffed) by ~2 seconds. I'm not sure if that was the intended change, but healer mages were significantly buffed. This is especially true against dexxers who I believe always had ~9s heal with very high dex. I would suggest keeping the heal-time for dex between 30-50 at the previous levels to avoid the heal mage being even more dominant in many circumstances. While I do believe healing should be buffed (mostly to the benefit of dexxers), this new formula will make them even worse off against non-mellee templates.

    I don't think it really matters what the formula for heal-time is as long as it outputs something we want, but chars with healing and 30dex should not be buffed with a 2s improvement on their bandage.
    One, bart simpson and El Horno like this.
  20. One

    One Well-Known Member
    UO:R Donor

    Joined:
    Jun 22, 2015
    Messages:
    2,810
    Likes Received:
    2,190
    I agree entirely, any buff to heal (especially heal time) should (should have) benefit(ed) only characters with high dex. Personally I'd like to see a situation in which characters with 90-100 dex can heal themselves at the rate they can currently heal others.

Share This Page